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The maximum number of givens that can be provided while still not rendering the solution unique is four short of a full grid; if two instances of two numbers each are missing and the cells they are to occupy form the corners of an orthogonal rectangle, and exactly two of these cells are within one region, there are two ways the numbers can be assigned. Since this applies to Latin squares in general, most variants of sudoku have the same maximum. The inverse problem—the fewest givens that render a solution unique—is unsolved, although the lowest number yet found for the standard variation without a symmetry constraint is 17, a number of which have been found by Japanese puzzle enthusiasts [12] [13], and 18 with the givens in rotationally symmetric cells. Nikoli sudoku are hand-constructed, with the author being credited; the givens are always found in a symmetrical pattern. Dell Number Place Challenger (see Variants below) puzzles also list authors. The sudoku puzzles printed in most UK newspapers are apparently computer-generated but employ symmetrical givens; The Guardian licenses and publishes Nikoli-constructed sudoku puzzles, though it does not include credits. The Guardian famously claimed that because they were hand-constructed, their puzzles would contain "imperceptible witticisms" that would be very unlikely in computer-generated sudoku. The challenge to sudoku programmers is teaching a program how to build clever puzzles, such that they may be indistinguishable from those constructed by humans; Wayne Gould required six years of tweaking his popular program before he believed he achieved that level. In Japanese, the word is pronounced [s??dok?]; in English, it is usually spoken with an Anglicised pronunciation, [s?'d??ku?] (BrE) [s?'do?ku?] (AmE) or ['su?d??ku] (BrE) ['su?do?ku] (AmE) (See IPA, International Phonetic Alphabet for notation usage.) Challenge Me, LLC will be hosting the first national face-to-face sudoku competition in the United States and the largest sudoku tournament to date. Scheduled to begin in Chicago, Illinois on June 10-11, 2006 participants from 32 regional tournaments will compete to become the champion of their region. The Regional Champions will then compete in a National Final to become the 2006 sudoku Champions winner and win a $50,000 grand prize (http://www.sudokuchampions.com). Scanning is performed at the outset and throughout the solution. Scans only have to be performed one time in between analysis periods. Scanning consists of two basic techniques: The rapid rise of sudoku from relative obscurity in Britain to a front-page feature in national newspapers attracted commentary in the media (see References below) and parody (such as when The Guardian's G2 section advertised itself as the first newspaper supplement with a sudoku grid on every page [18]). sudoku became particularly prominent in newspapers soon after the 2005 general election leading some commentators to suggest that it was filling the gaps previously occupied by election coverage. A simpler explanation is that the puzzle attracts and retains readers—sudoku players report an increasing sense of satisfaction as a puzzle approaches completion. Recognizing the different psychological appeals of easy and difficult puzzles The Times introduced both side by side on 20 June 2005. From July 2005 Channel 4 included a daily sudoku game in their Teletext service (at page 391). On 2 August 2005 the BBC's programme guide Radio Times started to feature a weekly Super sudoku. The Dutch company Mobile Excellence International developed together with their Vietnamese partner the first mobile i-mode sudoku game. The game was launched throughout Europe in September 2005. [19] Alphabetical variations have also emerged; there is no functional difference in the puzzle unless the letters spell something. Some variants, such as in the TV Guide, include a word reading along a main diagonal, row, or column once solved; determining the word in advance can be viewed as a solving aid. The Code Doku [7] devised by Steve Schaefer has an entire sentence embedded into the puzzle; the Super Wordoku [8] from Top Notch embeds two 9-letter words, one on each diagonal. It is debatable whether these are true sudoku puzzles: although they purportedly have a single linguistically valid solution, they cannot necessarily be solved entirely by logic, requiring the solver to determine the embedded words. Top Notch claim this as a feature designed to defeat solving programs. The puzzle is then completed by assigning an integer between 1 and 9 to each vertex, in such a way that vertices that are joined by an edge do not have the same integer assigned to them.
This principle also works with candidate numeral subsets, that is, if three cells have candidates (p,q,r), (p,q), and (q,r) or even just (p,r), (q,r), and (p,q), all of the set (p,q,r) elsewhere within that same scope can be deleted. The principle is true for all quantities of candidate numerals. sudoku (Japanese) also known as Number Place, is a logic-based placement puzzle. The aim of the puzzle is to enter a numerical digit from 1 through 9 in each cell of a 9×9 grid made up of 3×3 subgrids (called "regions"), starting with various digits given in some cells (the "givens"). Each row, column, and region must contain only one instance of each numeral. Even though most solving algorithms are able to solve puzzles in under a second, very fast solvers are preferred for trial-and-error puzzle-creation algorithms, which must be able to test large numbers of partial problems for validity in a short time. Although the 9×9 grid with 3×3 regions is by far the most common, numerous variations abound: sample puzzles can be 4×4 grids with 2×2 regions; 5×5 grids with pentomino regions have been published under the name Logi-5; the World Puzzle Championship has previously featured a 6×6 grid with 2×3 regions and a 7×7 grid with six heptomino regions and a disjoint region; Daily sudoku features new 4×4, 6×6, and simpler 9×9 grids every day as Daily sudoku for Kids. [1] Even the 9×9 grid is not always standard, with Ebb regularly publishing some of those with nonomino regions (also known as a jigsaw variation); the 2005 U.S. Puzzle Championship had a sudoku with parallelogram regions that wrapped around the outer border of the puzzle, as if the grid were toroidal. Larger grids are also possible, with Daily sudoku's 12×12-grid Monster sudoku [2], the Times likewise offers a 12×12-grid Dodeka sudoku with 12 regions each being 4×3, Dell regularly publishing 16×16 Number Place Challenger puzzles (the 16×16 variant often uses 1 through G rather than the 0 through F used in hexadecimal), and Nikoli proffering 25×25 sudoku the Giant behemoths. Fill in the grid so that every row, every column, and every 3x3 box contains the digits 1 through 9. It is commonly believed that Dell Number Place puzzles are computer-generated; they typically have over 30 givens placed in an apparently random scatter, some of which can possibly be deduced from other givens. They also have no authoring credits — that is, the name of the constructor is not printed with any puzzle. Wei-Hwa Huang claims that he was commissioned by Dell to write a Number Place puzzle generator in the winter of 2000; prior to that, he was told, the puzzles were hand-made. The puzzle generator was written with Visual C++, and although it had options to generate a more Japanese-style puzzle, with symmetry constraints and fewer numbers, Dell opted not to use those features, at least not until their recent publication of sudoku-only magazines. The puzzle is most frequently a 9×9 grid, made up of 3×3 subgrids called "regions" (other terms include "boxes", "blocks", and the like when referring to the standard variation; even "quadrants" is sometimes used, despite this being an inaccurate term for a 9×9 grid). Another common variant is for additional restrictions to be enforced on the placement of numbers beyond the usual row, column, and region requirements. Often the restriction takes the form of an extra "dimension"; the most common is for the numbers in the main diagonals of the grid to also be required to be unique. The aforementioned Number Place Challenger puzzles are all of this variant, as are the sudoku X puzzles in the Daily Mail, which use 6×6 grids. The Daily Mail also features Super sudoku X in its Weekend magazine: an 8×8 grid in which rows, columns, main diagonals, 2×4 blocks and 4×2 blocks contain each number once. Another dimension in use is digits with the same relative location within their respective regions; such puzzles are usually printed in colour, with each disjoint group sharing one colour for clarity. Also found is the Circular sudoku, also known as Target sudoku, invented by Essex mathematician Peter Higgins. [3] [4] In this variant, all the numbers must appear in all the concentric rings as well as in all pairs of adjacent wedges.
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The two main approaches to analysis are "candidate elimination" and "what-if". In 1989, Loadstar/Softdisk Publishing published DigitHunt on the Commodore 64, which was apparently the first home computer version of sudoku. At least one publisher still uses that title. Other Japanese publishers refer to the puzzle as Number Place, the original U.S. title, or as "Nanpure" for short. Some non-Japanese publishers spell the title as "Su Doku". The attraction of the puzzle is that the rules are simple, yet the line of reasoning required to reach the solution may be complex The rapid rise of sudoku from relative obscurity in Britain to a front-page feature in national newspapers attracted commentary in the media (see References below) and parody (such as when The Guardian's G2 section advertised itself as the first newspaper supplement with a sudoku grid on every page [18]). sudoku became particularly prominent in newspapers soon after the 2005 general election leading some commentators to suggest that it was filling the gaps previously occupied by election coverage. A simpler explanation is that the puzzle attracts and retains readers—sudoku players report an increasing sense of satisfaction as a puzzle approaches completion. Recognizing the different psychological appeals of easy and difficult puzzles The Times introduced both side by side on 20 June 2005. From July 2005 Channel 4 included a daily sudoku game in their Teletext service (at page 391). On 2 August 2005 the BBC's programme guide Radio Times started to feature a weekly Super sudoku. The Dutch company Mobile Excellence International developed together with their Vietnamese partner the first mobile i-mode sudoku game. The game was launched throughout Europe in September 2005. [19] Alphabetical variations have also emerged; there is no functional difference in the puzzle unless the letters spell something. Some variants, such as in the TV Guide, include a word reading along a main diagonal, row, or column once solved; determining the word in advance can be viewed as a solving aid. The Code Doku [7] devised by Steve Schaefer has an entire sentence embedded into the puzzle; the Super Wordoku [8] from Top Notch embeds two 9-letter words, one on each diagonal. It is debatable whether these are true sudoku puzzles: although they purportedly have a single linguistically valid solution, they cannot necessarily be solved entirely by logic, requiring the solver to determine the embedded words. Top Notch claim this as a feature designed to defeat solving programs. When using marking, additional analysis can be performed. For example, if a digit appears only one time in the mark-ups written inside one region, then it is clear that the digit should be there, even if the cell has other digits marked as well. When using marking, a couple of similar rules applied in a specified order can solve any sudoku puzzle, without performing any kind of backtracking. The rapid rise of sudoku from relative obscurity in Britain to a front-page feature in national newspapers attracted commentary in the media (see References below) and parody (such as when The Guardian's G2 section advertised itself as the first newspaper supplement with a sudoku grid on every page [18]). sudoku became particularly prominent in newspapers soon after the 2005 general election leading some commentators to suggest that it was filling the gaps previously occupied by election coverage. A simpler explanation is that the puzzle attracts and retains readers—sudoku players report an increasing sense of satisfaction as a puzzle approaches completion. Recognizing the different psychological appeals of easy and difficult puzzles The Times introduced both side by side on 20 June 2005. From July 2005 Channel 4 included a daily sudoku game in their Teletext service (at page 391). On 2 August 2005 the BBC's programme guide Radio Times started to feature a weekly Super sudoku. The Dutch company Mobile Excellence International developed together with their Vietnamese partner the first mobile i-mode sudoku game. The game was launched throughout Europe in September 2005. [19]
The rapid rise of sudoku from relative obscurity in Britain to a front-page feature in national newspapers attracted commentary in the media (see References below) and parody (such as when The Guardian's G2 section advertised itself as the first newspaper supplement with a sudoku grid on every page [18]). sudoku became particularly prominent in newspapers soon after the 2005 general election leading some commentators to suggest that it was filling the gaps previously occupied by election coverage. A simpler explanation is that the puzzle attracts and retains readers—sudoku players report an increasing sense of satisfaction as a puzzle approaches completion. Recognizing the different psychological appeals of easy and difficult puzzles The Times introduced both side by side on 20 June 2005. From July 2005 Channel 4 included a daily sudoku game in their Teletext service (at page 391). On 2 August 2005 the BBC's programme guide Radio Times started to feature a weekly Super sudoku. The Dutch company Mobile Excellence International developed together with their Vietnamese partner the first mobile i-mode sudoku game. The game was launched throughout Europe in September 2005. [19] Another common variant is for additional restrictions to be enforced on the placement of numbers beyond the usual row, column, and region requirements. Often the restriction takes the form of an extra "dimension"; the most common is for the numbers in the main diagonals of the grid to also be required to be unique. The aforementioned Number Place Challenger puzzles are all of this variant, as are the sudoku X puzzles in the Daily Mail, which use 6×6 grids. The Daily Mail also features Super sudoku X in its Weekend magazine: an 8×8 grid in which rows, columns, main diagonals, 2×4 blocks and 4×2 blocks contain each number once. Another dimension in use is digits with the same relative location within their respective regions; such puzzles are usually printed in colour, with each disjoint group sharing one colour for clarity. Also found is the Circular sudoku, also known as Target sudoku, invented by Essex mathematician Peter Higgins. [3] [4] In this variant, all the numbers must appear in all the concentric rings as well as in all pairs of adjacent wedges. The puzzle is then completed by assigning an integer between 1 and 9 to each vertex, in such a way that vertices that are joined by an edge do not have the same integer assigned to them. Puzzles constructed from multiple sudoku grids are common. Five 9×9 grids which overlap at the corner regions in the shape of a quincunx is known in Japan as Gattai 5 (five merged) sudoku. In The Times and The Sydney Morning Herald this form of puzzle is known as Samurai sudoku. [6] Puzzles with twenty or more overlapping grids are not uncommon in some Japanese publications. Often, no givens are to be found in overlapping regions. Sequential grids, as opposed to overlapping, are also published, with values in specific locations in grids needing to be transferred to others. The world's first live TV sudoku show, 1 July 2005, Sky One.As a one-off, the world's first live TV sudoku show, sudoku Live, was broadcast on 1 July 2005 on Sky One. It was presented by Carol Vorderman. Nine teams of nine players (with one celebrity in each team) representing geographical regions competed to solve a puzzle. Each player had a hand-held device for entering numbers corresponding to answers for four cells. Conferring was permitted although the lack of acquaintance of the players with each other inhibited an analytical discussion. The audience at home was in a separate interactive competition. A Sky One publicity stunt to promote the programme with the world's largest sudoku puzzle went awry when the 275 foot (84 m) square puzzle was found to have 1,905 correct solutions. The puzzle was carved into a hillside in Chipping Sodbury, near Bristol, England, in view of the M4 motorway. The stunt was cleverly timed to coincide with a major road expansion, where an imposed 40 mph speed restriction allowed drivers to safely view the puzzle whilst driving. It is also fairly simple to build a backtracking search. Typically this involves assigning a value (say, 1, or the nearest available number to 1) to the first available cell (say, the top left hand corner) and then moves on to assign the next available value (say, 2) to the next available cell. This continues until a conflict occurs, in which case the next alternative value is used for the last cell changed. If a cell cannot be filled, the program backs up one level (from that cell) and tries the next value at the higher level (hence the name backtracking). Although far from computationally efficient, this "brute force" method will find a solution, given sufficient computation time (even a fairly naive implementation will typically not take a noticeable amount of time). A more efficient program could keep track of potential values for cells, eliminating impossible values until only one value remains for a cell, then filling that cell in and using that information for more eliminations, and so on until the puzzle is solved. Nikoli sudoku are hand-constructed, with the author being credited; the givens are always found in a symmetrical pattern. Dell Number Place Challenger (see Variants below) puzzles also list authors. The sudoku puzzles printed in most UK newspapers are apparently computer-generated but employ symmetrical givens; The Guardian licenses and publishes Nikoli-constructed sudoku puzzles, though it does not include credits. The Guardian famously claimed that because they were hand-constructed, their puzzles would contain "imperceptible witticisms" that would be very unlikely in computer-generated sudoku. The challenge to sudoku programmers is teaching a program how to build clever puzzles, such that they may be indistinguishable from those constructed by humans; Wayne Gould required six years of tweaking his popular program before he believed he achieved that level. Although for standard sudoku problems highly optimized and sophisticated backtracking programs are fastest, another popular way of solving such constraint problems is Donald Knuth's Dancing Links Algorithm for solving the exact matrix cover problem, of which the sudoku problems are a special case. Knuth's algorithm can be applied by converting the sudoku puzzle to a matrix cover problem, solve this problem instead, and convert the solution obtained back to a completed sudoku grid. This method is now preferred by many sudoku programmers, by virtue of its execution speed, simplicity and ease of implementation and the availability of documentation and reference source code. You solve the puzzle with reasoning and logic. The puzzle is then completed by assigning an integer between 1 and 9 to each vertex, in such a way that vertices that are joined by an edge do not have the same integer assigned to them.
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